From the Apple docs:
The scene is rendered so that the camera node’s origin is placed in the middle of the scene.
This should explain what you experienced
If I position the purple square at 0,0, strangely, it's in the middle of the screen. (Shouldn't the camera node be the entire screen area?)
Solution
Since we want to place purple on the bottom-left of the screen, we should start with the coordinate related to the view
let bottomLeftOfView = CGPoint(x: 0, y: view.frame.height)
Next we need to convert these coordinate from the view to the scene
purple.position = convertPointFromView(bottomLeftOfView)
This is the full code
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
super.didMoveToView(view)
let camera = SKCameraNode()
self.camera = camera
addChild(camera)
let purple = SKSpriteNode(imageNamed: "square")
purple.color = SKColor.purpleColor()
purple.colorBlendFactor = 1
let bottomLeftOfView = CGPoint(x: 0, y: view.frame.height)
purple.position = convertPointFromView(bottomLeftOfView)
camera.addChild(purple)
}
}

Purple and anchorpoint
Only a quarter of the purple sprite is inside the screen. This because its anchorpoint is (0.5, 0.5): the center. So we just told SpriteKit to place the center of purple to the corner of the screen.
In order to have purple entirely into the screen we just need to tell SpriteKit to use use the bottom left corner of purple as anchorpoint
purple.anchorPoint = CGPointZero

This is the final full code
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
super.didMoveToView(view)
let camera = SKCameraNode()
self.camera = camera
addChild(camera)
let purple = SKSpriteNode(imageNamed: "square")
purple.color = SKColor.purpleColor()
purple.colorBlendFactor = 1
purple.anchorPoint = CGPointZero
let bottomLeftOfView = CGPoint(x: 0, y: view.frame.height)
purple.position = convertPointFromView(bottomLeftOfView)
camera.addChild(purple)
}
}